[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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pudderf
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Post by pudderf » Mon, 8. Sep 14, 17:22

This is most likely a really stupid question... but before I "Crunch" do all my factories need to be connected?
Its only after we have lost everything, that we are free to do anything - Tyler Durden

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X2-Illuminatus
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Post by X2-Illuminatus » Mon, 8. Sep 14, 20:57

A quote from the first post:
Gazz wrote:Commands
  • crunch : All unconnected factories and mines in the sector are combined into as few as possible factory modules.

    ...

    You still need to connect the "crunched" Factory Modules. manually. However, it's a whole lot faster to connect 4 Factory Modules instead of 45 single factories. =)
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pudderf
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Post by pudderf » Tue, 9. Sep 14, 09:48

Thanks! :lol:

Now I just feel even more stupid... :oops:
Its only after we have lost everything, that we are free to do anything - Tyler Durden

OneFourTwo
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Post by OneFourTwo » Tue, 4. Nov 14, 15:52

Situation: Most factories in X work in a nice tiered ratio. SPP/Crystal Fabs/Mines do not.

I wish to remove the silicon wafer dependence of SPP (remove crystals) OR Crystal Fabs. (remove wafer)

Using complex cleaner I have so far been unable to do this.

What I usually do is dump stations, crunch and connect to a complex. When I have enough money to add more stations I then blow up the complex hub, dump the station then crunch. This gives a compact list of "Terran MRE (100)" instead of Terran MRE (40), Terran MRE (20), Terran MRE(40)" in the order I added them.


Problem when doing this with crystal free SPP is the SPP will get reset to almost no output. I know why:

"3. Connect the SPP to the complex with a complex construction kit....The third step is absolutely necessary, or the next time the crunch command is run from CC your SPP will get reset to almost no output. But if it is already part of a complex it gets ignored. "

However I'm looking for a workaround.

The factory resource remover mod works fine on crystal fabs however complex cleaner doesn't recognise resource free crystal fabs as the same factories, therefore I end up again with multiple "Crytal Fab (5) listings."

Any ideas?

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DrBullwinkle
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Post by DrBullwinkle » Tue, 4. Nov 14, 17:20

OneFourTwo wrote:I wish to remove the silicon wafer dependence of SPP (remove crystals)
It has been a long time since I have done this but, if I recall correctly, crystal-free SPP's generate less power than regular SPP's. That's OK; I just add more SPP's to compensate (maybe). I figure that the extra cost in credits is fair.

An easy way to experiment is to use the Cheat Package to remove resources from your factories. (Of course, you will have to remember to remove the resources before crunching.)

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Post by OneFourTwo » Tue, 4. Nov 14, 18:13

But its to the point of 100 E-Cell per hour.

I'm ideally hoping Gazz sees this. It's because I'm taking the SPP apart from the complex then adding more SPP (to support more factories) then crunching. Which isn't possible. CC doesn't recognise the crystal free SPP.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 4. Nov 14, 18:31

OK, if crystal-free does not work, then remove the silicon (and maybe Cahoonas) from the crystal fabs (using the Cheat Package).

I am sure that I have done this successfully. With Complex Cleaner. I am just not sure exactly how I did it. :)
  • (Gazz may see this, although he has not posted in almost a year. I am sure that we all miss him.)

Welingen
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Post by Welingen » Thu, 13. Nov 14, 10:46

Hi,

Is it possible to unconnect crush station one by one ?

I don't want to destroy my hub for that, too much factory :)

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DrBullwinkle
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Post by DrBullwinkle » Thu, 13. Nov 14, 11:46

If there is a visible tube, then you can shoot it. Otherwise, I think you have to move products and ships off of your hub, destroy the hub, uncrush, then re-crush.

If you are lucky then you may have fewer factories to reconnect next time.

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Post by Midnightknight » Tue, 25. Nov 14, 15:51

Hi,

I just downloaded TRP - ATF Shipyard for X3AP v1.3 and when i tryed to install it it say the mod conflict with the complex cleaner.
Have anybody tested it so far? Or what can be the issue? I guess it's something to do with the extra xenon factory added but not really sure.

I love the complex cleaner stuff but was puzzled when i realized terrans have no shield factory ... And in a universe at war i wonder how they can send so much vallahlas in the war without shields! So i found this mod that add all that was missing but i don't want to install it if that break my complexes.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 25. Nov 14, 17:31

The guy you have to ask about compatibility with Complex Cleaner is eldryanx3, author of the Terran Revitalization Project. It would not surprise me if it does, indeed, conflict with CC. Certainly it will conflict with AP 3.1, which adds in most of the same factories that TRP does.

Use CC with AP3.1 and be happy. :)

BTW, the original intention of the Terran economy, back in TC, was to give the player an economic challenge. Factories and traders were intentionally missing so that the player could build them to support the rest of economy. It was a THINK and TRADE challenge that many players never completely grokked.

Midnightknight
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Post by Midnightknight » Tue, 25. Nov 14, 17:37

Yeah but in AP with the nerver ending war and ships poping again and again no matter what you do, it fast become pretty impossible to do anything there. I can understand that there are no shield factory in the sector but here it that they don't exist at all ... The shipyard is empty like if terrans never knew how to build a shield. The thing i'm seeking is a way to had ghoul missiles factory to buy at shipyard and some shieding factory too, cause at somepoint it break the game.

I'll ask with people from the revitalisation project but it is compatible with AP i have a version for AP only. Mod manager tell me it conflict only with CC and they say, with anything changing the Tfactory ... So i guess it's the main issue.

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Post by DrBullwinkle » Tue, 25. Nov 14, 17:55

"Compatible with AP" is not the same as "compatible with AP3.x". Many things changed in AP3. Including adding all of the factories that eldyran requested.

Except for the specific war sectors, Terran space is as quiet in AP as it was in TC. There is no problem at all building there.

Shields are sold at Orbital Defenses stations in Terran space. I don't see how that is "game breaking". If you want shield factories, then build them.

Or place them with the Cheat Package. There will be no conflicts if you do it that way.

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Post by Midnightknight » Tue, 25. Nov 14, 18:24

I don't have any shield factory at the moon shipyard, is it cause i use the Tc plots for AP?

And the fact is the war actually is a pain to go through and you can't really escort your ships in those sectors no matter what you do, they will be killed. So going out and in to buy wares become a real pain pretty fast specially for something required like shields. I simply want to buy a factory for 25,200,1000 and 2000 mj shields to supply my fleets. Yeah you can by a few in docklike stations but they are so few around. In my game it seem if i want a shield factory i have to take it from the commonwealth and then build the foods too with and all ... And you need the rep to get them.

And when i check with the cheat menu i don't see any shiedling factory avaible, they are simply missing to the game. And i play AP3.x

So "Including adding all of the factories that eldyran requested." confuse me a bit lol cause i never saw those even before installing the TC plots mod.

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Post by DrBullwinkle » Tue, 25. Nov 14, 19:13

For traders that can survive war sectors, use MK3 Improvement or OK Traders.

For traders that can jump to Terran sectors, you could try Free Jump for AI's. I am not certain that it will work for that purpose, but it might.


Midnightknight wrote:In my game it seem if i want a shield factory i have to take it from the commonwealth and then build the foods too with and all ... And you need the rep to get them.
Yes, that is true. There are no Terran-specific shield factories. TCAP does not change that. Perhaps eldyran did not request those when AP3 was being developed.

Adding Terran shield factories would require changing both TFactories and WareTemplate. So you would need a TFactories with Terran shield factories and CC modules, plus a WareTemplate that supports both along with TCAP compatibility. It will require a new game start... is that OK?

Midnightknight
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Post by Midnightknight » Tue, 25. Nov 14, 19:24

Well if i new how to do it myself i would try but yeah sounds right.

If it require a new start i'll try in my next game if not i'll try to make it work with the actual game. But yeah the lack of those buyable factory in terran space are some issues.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 25. Nov 14, 19:41

Adding a factory is easy. In X3Editor2, copy a factory, then paste to end. Change the race to "Terran". Start with the TFactories in Complex Cleaner Re-Packed for Plugin Manager, which includes the CC modules and is based on AP3.

Adding the factory to WareTemplate is about the same. Copy the same factory, paste, change the ID to match your new factory in TFactories, then change the resources to Terran wares.

If you want the new factory to be sold at shipyards, then find the appropriate shipyard and add the new factory ID.

But, wait... hmmm... that may only work for a *new* shipyard. Shipyards that are already on the map (Mars, Saturn, Moon) may have their own resource lists. So fixing that may require a change to x3_universe, as well.

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Post by Midnightknight » Tue, 25. Nov 14, 19:52

You can add a station to a shipyard with the cheat collection package if i remember well, but don't know if it work well. I tryed to add the construction kit to Yaki's shipyard and weren't able to buy it after that.

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Post by DrBullwinkle » Tue, 25. Nov 14, 19:59

Yes, that should work.

So you only need to focus on the first two steps.

Stannum
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Post by Stannum » Wed, 26. Nov 14, 17:37

Hi.
Two or three days ago I've installed Complex Cleaner and I have a little problem:
The download contains the improved mod version by ThalonMook. He added the missing nav meshes to the module container objects. As a result, auto pilots can now properly detect and avoid those objects.
- it doesn't work. Autopilot (when i'm in sector) tries to fly through the Module - and blows out :)
What can I do to fix it?

English is not my native language, so i'm sorry for some mistakes.

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